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- Aug 20, 2022
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Map (unordered) | Events | Difficulty |
| Clandestium Gloriana | Charge the power distribution nexus Finale (random objectives) | This is one of the harder maps but the hardest part is right at the beginning. The walkway is lined with explosive barrels and the director likes to spawn monsters on it and a daemonhost at the end. The first event is tricky if your team isn't working together and the only hard parts of the finale are if the objectives split the team up. There isn't really any cover but you're always moving so it isn't that much of an issue. |
| Silo Cluster | Call the elevator Finale (nurgle corruptors, holdout) | Imo, this is the hardest map in the game or the second hardest map in the game, depends on what the director throws at you. Once again, the beginning of the map is difficult; the director likes to spawn a boss with snipers, bombers, and armor by the medicaid. The elevator call event isn't hard as you can chokepoint the bridge but a daemonhost likes to spawn on the second medicaid and can aggro if you're throwing firepower recklessly. The area between the medicaid after the elevator is only hard if people dawdle but a lot of armor and disablers can spawn in the tunnel. The finale is a nightmare but once the corruptors are gone it becomes easy. |
| Magistrati Oubliette | Lower the ascender Finale (captain) | The hardest part of the mission is the area directly before the first event. The director likes to spawn bosses, armor, hordes, and a daemonhost in the tunnel and open area before the first medicaid, You can force despawn the daemonhost by going up to the switch to turn the lights on, then going back to the medicaid unmolested. The rest of the mission is a cakewalk. |
| Vigil Station Oblivium | Scan/call the elevator Finale (hacking) | Always take the catwalk to the left of the stairs when going up at the beginning. The only tricky area is calling the elevator and getting off the elevator. The scan portion likes to split teams apart and once the elevator is on its way, a ton of gunners and snipers spawn. Once the elevator goes up, there's almost always a bunch of armor and flamers, a boss on the bridge, and a daemonhost past that. The final event might as well not exist. |
| Consignment Yard | Hacking Finale (holdout) | Easy mission. Nothing to say. A couple of patches ago they made it so a boss is a guaranteed spawn at the finale but it didn't add to the difficulty. |
| Power Matrix | Hacking Finale (load cooling cores) | The only hard parts are the room immediately past the first medicaid, the underpass leading to the second medicaid, and the walkway right after that. |
| Smelter Complex | Call the lift Finale (nurgle corruptors, holdout) | The only hard part is the first couple of reems leading to the event and first medicaid, maybe also the rooms from the last airlock leading up to the finale. Sometimes people get messed up at the finale but that's only if they run off and try to solo corruptors. |
| Hab Dreyko | Scan Finale (hacking, holdout) | This map used to be a lot harder. The dropdown to the first medicaid usually spawns a lot of crap and the general area between the airlock after the event and the airlock before the small section leading up to the last medicaid can also be hairy but both the event and the finale are easy. When the finale was scanning random shit, it could be really fucking hard and if your comp lacks bubble, smite, shout, stealth, or book, it can still messy but nowhere near as bad as it used to be. |
| Chasm Station | Hack the train Finale (captain) | Very hit and miss. The section immediately past the first medicaid can get swamped and while the event is fairly easy, you can easily eat a cheeky sniper shot if you get turned around. The area after the bridge leading to the second medicaid likes to spawn daemonhosts, the area after the dropdown to the third medicaid can sometimes be wall to wall armor, ditto for the last dropdown into the open area. |
| Ascension Riser | Move the train (hacking, hauling batteries) Finale (holdout, nurgle corruptors) | The first part of the event is a make-or-break moment. Bad teams either flunk or take casualties. I've personally failed a lot of missions in the open area with the traincars by the second medicaid but that's usually when a boss spawned in the pervious room and took out half the team and the director populated the next room with a million gunners and snipers. The final event is easy, I don't think I've ever seen a failure there. |
| Enclavum Baross | Haul batteries to lower the bridge, holdout Finale (holdout) | Lowering the bridge is hard but soloable. Failing here is the sign of a bad team. Sometimes you can get a lot of action once you're in the first area before the bridge but that's iffy. |
| Comms Plex | Hacking Finale (hacking) | The event is a pain if your team refuses to deal with the 10000 gunners that spawn at the far end of the room. It's not hard but I don't know why comps continue to have trouble with this three years later. |
| Archivum Sycorax | Redirect Airflow Finale (scan, holdout) | Easy mission. Some squads slip up by the medicae before the descent but certainly not difficult. |
| Chasm Logistratum | Hacking Finale (haul ammo containers) | Another contender for hardest map. The event and its leadup isn't hard but the the section after basically all the way to the final event is. Bosses always spawn in the railway tunnels, there are tons of gunners, usually daemonhosts, the section after the tunnels with the dropdown is always chaos, and the room to the right at the end of that area always has reapers, bombers, and armor. The event isn't that hard but someone always thinks they can run off to the right and solo one of the ammo lockups. |
| Excise Vault Spireside | Raise ascender Hack servitor colony Finale (haul contagion samples) | Some people think this map is hard, I don't really think so. Sometimes the first couple of rooms before the first medicaid are a disaster but are recoverable. Honestly the only hard tricky bits are the area right after that medicaid in the ascender outdoor area wher you get lit up by reapers and armor once you go down the stairs, and the section right after the elevator following the servitor colony where you get a horde, armor, and often a daemonhost in the doorway. The finale is easy. |
| Refinery Delta | Call elevator (corruptors) Finale (hacking) | Very easy map. Noob teams get shredded either after taking the elevator or right before the final airlock. |
| Relay Station | Power down the giant fan (haul batteries) Finale (nurgle corruptors, holdout) | Another easy map. Bad teams get hung up on the outdoor room right before the finale. |
| Mercantile HL-70-04 | Hacking/holdout Finale (holdout) | Easy but long map. Bad teams get swamped at the event and reckless teams that charge into the open area by the second medicaid get pooped on. Special mention to the section right before the bridge to the finale - that's recently been populated with tons of armor and prior you could just beeline to the finale. Also, adding the dropdown to the finale didn't change anything. It needs more armor and like two monster spawns. |
| Warren 6-19 | Holdout Hacking Finale (scan, break vials, hacking) | The first part of the mission up until the second medicaid is usually hectic. Someone almost always goes down before the first airlock and that someone almost always abandons. The hacking event has the same issue that Hab Dreyko has where you need some kind of cc or stealth to safely hack but that's not really an issue. The finale is long but the last leg is too low energy. Once you break the vials its over. |
| Dark Communion | Holdout with bossfight Finale (kill ritualists, break vials) | I don't know where the hard part is supposed to be. I like this map but there isn't anything remotely challenging about it unless you get unlucky and there are a ton of snipers behind armor on the last bridge. |
| The Orthus Offensive | bossfight mission | There was once a time that doing this on hard mode was genuinely tough. I guess it's still kind of hard. People have gotten better at the game and bosses aren't that much of a challenge, even in pairs. |
| Rolling Steel | bossfight mission interspersed with hacking and battery hauling | Easy unless bad. |
If the new class is a fucking ganger I'm going to have a fit. Gimme an electropriest or a skitarii ranger.I truly hate games workshop I need my hive ganger or sister repentia or admech or space elf NOW NOW NOW
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Gunslinger would be cool. I actually think a bounty hunter is a decent bet, it fits with the underhive aesthetic and makes sense from a lore perspective.I'm still hoping we get a Bounty Hunter/Gunslinger at some point.
Holy shit! WE GOT DUAL-WIELDING!!https://youtube.com/watch?v=wZetaKE7KQo
delayed a week for this fucking lol
I think it'll be a similar situation as with the shotgun before the arbites. Fatshark buffed the baseline shotties shortly before the class launched, and the arbites shotguns were still significantly better than even the buffed standard shotguns. Wouldn't surprise me if the ganger autoguns are cracked when compared to the ones other classes use.Thoughts after reading the blogpost:
-unless the class has anti armor exceeding veteran's onslaught (the best anti armor node in the game), the dual autopistols are a gimmick. auto weapons have been severely affected by powercreep. i'm praying this chem toxin shit contains some amount of brittleness.
Ignore me, I'm salty over the class not being an admech. That said, they have released underpowered paid classes before, just not in DT (outcast engineer and warrior priest; both have since been buffed, though OE remains a fucking disaster). I think they must've been cognizant that a ganger was probably near the bottom of what the consensus was as to what the next class should have been. Not throwing shade at anyone who wanted a ganger but niggas have been pining for a tech priest since day one. Regardless of whether or not GW forced their hand like was done with the Arbites, they most certainly do have to sell the thing and to that end I agree that the class will have to sit at or near the top of the power stack one way or another.I think it'll be a similar situation as with the shotgun before the arbites. Fatshark buffed the baseline shotties shortly before the class launched, and the arbites shotguns were still significantly better than even the buffed standard shotguns. Wouldn't surprise me if the ganger autoguns are cracked when compared to the ones other classes use.
I also doubt they would let a new class be anything less than absolutely overpowered. From a simple business standpoint its better for your paid class to be flashy and powerful than underwhelming or weak when compared to free options. After launch they could simply nerf ganger until its only marginally the best class in the game like they have with arbites.
Apparently Fatshark was working on three new classes, with arbites and ganger being the first two, so who knows, given the amount people have been demanding admech I doubt they're clueless as to the draw it would have. We'll see in probably another 6-9 months.niggas have been pining for a tech priest since day one.
I know the class is supposed to be about the punk aesthetic but Jesus she has to be the least visually appealing class so far.Holy shit! WE GOT DUAL-WIELDING!!
Looking at this preview, I can't wait to create a Gunslinger and take them into combat.
They look like raiders from Fallout 4. Definitely a downgrade from how tight the Arbites design is. GW had Fatshark's nuts in a vice there but it still came out in spades. The paid cosmetic outfit looks alright though you'd have to be a sucker to cough up for it.I know the class is supposed to be about the punk aesthetic but Jesus she has to be the least visually appealing class so far.
That's what the chemist archetype ability does. It'll probably be the meta way to play the class, just figure out the ideal ratio of stimm uptime vs cooldown reduction and feed the psyker drugs.I was kinda hoping hive scum was more supportive than berserking, but atleast you can share stims probably